Comments (9)
I'd like this too. One of the main reasons I think this makes sense is because as the list of different node types increase, the contextual menu will become more and more complicated to navigate.
Allowing to override the right GUI part of the NodeEditor would allow to have something like a drag-and-drop of nodes and should be the window where each node properties are displayed when selected (instead of the Inspector window).
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I managed to implement this feature with a bug concerning IMGUI elements on my fork repo:
https://github.com/ScriptGeek/Node_Editor
Bug: Throws an exception when clicking on the node that implements this feature:
ArgumentException: Getting control 8's position in a group with only 8 controls when doing mouseDown
Somehow the number of GUI elements changes between the Layout and Repaint events. It was tested using this code as the override method:
public override void DrawNodePropertyEditor()
{
name = GUILayout.TextField(name);
}
How to resolve this problem?
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Try:
if (Event.current.type != EventType.Repaint)
return;
from node_editor_framework.
I found a solution to the issue...
The event that was causing the issue was EventType.Ignore, so avoiding the call to the DrawNodePropertyEditor method when this event type is the current event results in the exception no longer being thrown.
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👍
from node_editor_framework.
Very nice, I will take a look on adding this to the default nodes.
Maybe there's even a way to avoid duplicate code for NodeGUI and DrawNodePropertyEditor...
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I had in my mind that NodeGUI and DrawNodePropertyEditor were for separate purposes. NodeGUI being better suited for displaying flow control info so that a quick glance at the node graph conveniently indicates key info about the relationships between nodes; for example, displaying the current node state in a state machine. DrawNodePropertyEditor being better able to display the node properties in much more detail; for example, displaying an overabundance of details that would not fit inside the node's graphical area. Using both methods allows for the leveraging of each of their advantages, the best of both worlds.
from node_editor_framework.
You're right, but we don't want to forc this, or? If we still want, we can put the same properties in the node body. But anyway, does work good this way, the node creator has much more flexibility now:)
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Yes, the new method is totally optional and properties can still go anywhere, it's all up to the user of the framework. I'm excited to make some more nodes! :)
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Related Issues (20)
- The connections will miss when I add a new node. HOT 2
- GUIScaleUtility.cs Init Method NullReferenceException in Unity 2019.1.2f1 HOT 10
- Insane Bug from using RTEditorGUI.EnumPopup() HOT 3
- XML not saving node values HOT 10
- Is Project Active and Package Support? HOT 15
- `PlayModeStateChange' could not be found. Are you missing a using directive or an assembly reference? HOT 3
- [Solved] Context menu not showing up. HOT 2
- Multiple instances of node editors open at once HOT 1
- Toolbar is not showing up HOT 4
- All data is lost when I change the scene, even though I have extra saved as an asset file HOT 4
- How to input multiple outputs to a node? HOT 8
- Apple M1 computers not displaying Bezier curves HOT 3
- Added one node. Then it stoped working. (Remove the node, re-install, sitll not working) Unity 2020.2 LTS
- Implementation of a Logic Graph HOT 7
- XML import issue on UWP
- I deleted the ScriptableObjects in Assets/DefaultEditorResources/Node_Editor_Framework HOT 3
- Making children of node drag along with parent HOT 5
- Functional Nodes that are not tied to the Node Editor Window HOT 6
- Loading canvas based on Selection.activeTransform? HOT 4
- seems undo pro doesnt work with unity 2022.2.8 not sure what version it stopped working at HOT 5
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